At the base of the mountain known as Skybreak Mountain, several explorers had gathered. With a wide range of skills and cultures available, the only thing they had in common was a letter, sent to each of them. It was identical to the exact curvature of each letter, inviting them all to seek a treasure deep within the temple laid within…

Welcome to Ultimate Dungeon Crawlers, a fresh, hip and cool new way to play forum games! In this game, you play as an adventurer invited by a mystery man to raid a temple. How To Play

Much like Dimensional Dungeons, gameplay is set into two different modes, Exploration and Battle.

Exploration

When exploring the world and its dungeons, you'll be given a description of the area you are in and anything major of note. Whilst in these phases, items and moves are fully usable, to attain anything you'd like to do. Go full murderhobo or just persuade a villager, anything is viable. However, be aware of the environment you're in. Blowing up a wall in a dungeon may cause a cave in if the roof is weak, and blowing up a wall in a village will cause the guards to come. Your only limit is that you're stuck to the skills you have already unlocked.

Battle

Combat is now a blend of Dimensional and Magical Girl Simulator. Every turn, you may use an attack to inflict damage on an opponent, with the goal of winning the fight. Usually, this is by defeating every enemy you face. One attack can be used a turn, except for certain situations.

Every move costs a certain value of Stamina or Magica. If both of these run out, the player can only do a Desperation Move. At first, you will only have the one, but more will be unlocked as you level up Mastery. Taking damage from enemy attacks will lead to your Health decreasing. When this hits 0, you will be knocked unconscious until the battle ends, or an item/move is used on you.

In battle, moves fall into three different types- Offensive (Attacks that deal damage), Support (Attacks that affect the Stats of allies or enemies, or heal allies) and Status (Moves that inflict positive or negative status ailments on the enemy). Characters receive a wide mix of these attacks, but using them all in conjunction for the greatest effect will lead to victory. Additionally, each party member can use an Item in battle, with varying results. This takes up the place of an attack, and uses up a 'use' of the item. Spent items are thrown away automatically, but some items leave behind another item, which may have a different use.

Also, a characters 'System' might be useable. There'll be more on this later, but if it takes on the form of an attack, it can be used in place of one. These are all unique and the information in your Status post should be referred to.

Of the Offensive moves, there are 10 elements that they can fall into, under two types:
- The Physical elements are Strike, Slash and Pierce.
- The Elemental elements are Fire, Water, Ice, Electricity, Wind, Light and Dark.

Each enemy and character has Resistances and Weaknesses to one or more of these elements, with a few exceptions. If you use an attack that is the same element as the weakness of the enemy, they will take more damage from the attack. Conversely, using an attack of the same element as an enemies resistance will reduce the amount of damage dealt. On top of this, some enemies may Null certain elements (Take no damage whatsoever), Reflect (return the damage back to the user of the move) or Absorb (Be healed when hit by a move of that element). By using certain skills, abilities, items or just brute forcing it, finding out the enemies elemental alignments is vital to efficient victories.

Status ailments follow two major rules: You can only be inflicted with one at a time, and they only have an effect during Battle Phases. Any new ones cast will replace the current status ailment, so teamwork is key to accurate ailment placement. The status ailments that can be dealt to an enemy or yourself are as follows:

Poisoning- Venom causes the victim to take damage at the end of every turn during Battle Phases. Does not wear off after battle
Paralysis- The victim occasionally cannot move a muscle. There is a 50% chance of the sufferer not being able to act. Does not wear off after battle
Asleep- The victim falls into a deep sleep for a set number of turns, unable to act. Wears off when the battle ends
Trapped- The victim is unable to move, rendering them unable to carry out any attacks listed as Physical. Wears off when the battle ends
Brainshocked- The victim is unable to focus, rendering them unable to carry out any attacks listed as Elemental. Wears off when the battle ends
Stunned- The victim is taken so by surprise, they will be unable to act this turn. Wears off after one turn/end of battle. This status is special, as it can stack on top of another Status Ailment
Haste- A beneficial status ailment. Any character inflicted by Haste will be able to attack twice in a turn whilst it is in effect. Wears off when the battle ends

After you win a battle, you'll recover some Magica, Stamina and Health, as well as earn some EXP. When you receive enough EXP, you'll be able to Level Up. When you level up, you'll receive 7 Attribute Points (AP) to spend on one of your stats. These can be distributed at any type, and there may be certain strategies available to well timed levelling up of stats...

Your stats are as follows:
Vitality- How much health you have. For every 2AP you put into this stat, your Max HP increases by 1
Fitness- How much stamina you have. For every 5AP you put into this stat, your Max Stamina increases by 3
Aptitude- How much magica you have. For every 5AP you put into this stat, your Max Magica increases by 3
Skill- How much damage you deal with your attacks. For every 10AP you put into this stat, your Base Attack increases by 1
Fortitude- How well you can withstand enemy attacks. For every 10AP you put into this stat, your Base Defence increases by 1
Mastery- How skilled you are with your powers. For every 10AP you put into this stat, you will learn a new tier of moves to use

The final part of a character is their 'System', replacing character Abilities. This is a type of move unique to that character, often running off of a different meter than normal attacks, or could be completely passive. An example of a passive System would be 'Lightning Rod', which gives you the attribute of Absorb Electric, as well as making all Electric attacks used hit you instead. A different System could be 'Berserker Boost', where on low health the character gets a massive Attack boost. The sky and Host Discretion is the limit, so go nuts!

Create A Character

Now all the game systems are out of the way, the next part comes in, which is Character Creation. However, you have one more level of customization this time, with Class Creation. This is entirely optional, with some pre-set classes below as well. To do Class Creation, use the handy sign-up form below:

Name- Character Name
Class- Class Name
Character Bio- What is your characters past, personality, appearance, alignment, anything really.
Weapon of Choice- Weapon to use in Physical Skills. Can be traded for another Power for Magic only build.
Powers- Along what lines are your powers? Can be traded for more another 2 weapons for a physical only build.
Bonus System- Create a 'system' for your character. This should tie in with your characters skillset in general. Systems could be comeback mechanics, special forms or the ability to charge up attacks.
Base Stat Spread
Vitality- 2 Vitality = 1HP
Fitness- 5 Fitness = 3 Stamina
Aptitude- 5 Aptitude = 3 Magica
Skill- 10 Skill = 1 Base Attack
Fortitude- 10 Fortitude = 1 Base Defence
Total Points to spend: 170

It would be wise to not ignore Fitness and Aptitude as stats. Every character starts with 10 Mastery and therefore one tier of moves. If you don't feel like being creative, you can use one of the preset classes. You can even go for an existing character from fiction ala Dimensional series.

Name-
Class- Quizmaster
Character Bio-
Weapon of Choice- NONE
Power- (Pick one of any, then pick a type of support)
Bonus System- Quiz Round- Can ask for a quiz to be sent to them when their meter is full, and will receive buffs/debuffs depending on how well they do on it.
Base Stat Spread
Vitality- 22 (11 HP)
Fitness- 15 (9 Sta)
Aptitude- 100 (60 Mag)
Skill- 20 (2 Atk)
Fortitude- 20 (2 Def)
Mastery- 10

If you have any questions about creating a character or anything, feel free to ask me here or in PM.

This game requires a high level of activity, with near-daily updates. Inactivity is punished with enemies taking a priority to attack you and lower EXP rewards. If you can't make it for a certain period of time, let me know so we can sort something out, which'll also let you avoid these drawbacks

Last edited by Garf on Sun Jun 04, 2017 6:47 pm, edited 302 times in total.

Lv. 17 Conduit MageCharacter Bio- Hailing from Underworld, the secret city of mages hidden in a pocket dimension beneath London, Nate is a hardened fighter and one of the Ministry of Defence's top field agents. With years of experience of dealing with rogue mages and extra-dimensional threats, Nate has become equally skilled in both close-quarters and magical combat, using his Bō staff and Conduit abilities to deadly effect. When a letter arrives for his deceased partner and closest friend Emma Black inviting her to seek out a treasure beneath a mountain, Nate decides to go in her place, hoping the journey may shed some light on why she was killed.Weapon of Choice- Bō staffPowers- As a Conduit Mage (referred to by some as a Leech), Nate has the ability to absorb and redirect various forms of energy - kinetic, electric, thermal, even magical - from both his surroundings and his enemies.Bonus System- Energy Absorb - By sharpening his focus for the turn, Nate can absorb the energy of incoming attacks, reducing damage taken and allowing him to add the element absorbed to his own attacks, strengthening attacks of the same element or adding a second element to others. Nate can store up to three energy "charges", but if attacked more than twice while absorbing, his focus will break and he will lose any energy absorbed that turn. Nate will also draw Aggro during this time to increase the effectiveness of the move. Using Energy Absorb counts as Nate's action for the turn.

Tier 1
Bō Strike- Slam your weapon into the opponent to deal Strike damage (Cost- 3 Stamina)
Defensive Stance- Hold your Bō in front of your body to block half of all damage you'll take this turn (Cost- 2 Stamina)
Energy Charge- Draw in an Elemental attack from an enemy to give yourself an Attack boost and reduced damage (Cost- 3 Magica)
Returning Strike- Having kept a trace of the last energy to hit you, send back an attack of that element (Cost- 4 Magica) (Current Element- Slash)

Tier 2
High Strike- Aim your Bo high and smack the enemy in the skull. Deals Strike damage and has 50% chance of inflicting Stun (Cost- 5 Stamina)
Drain Rush- Enter a defensive stance to absorb the energy from any attack aimed at you and convert it into kinetic, boosting your evasion and reducing damage taken (Cost- 3 Magica)
Power Charge- Absorb the energy from your surroundings to place it all into your next attack. Doubles the strength of your next attack (Cost- 5 Magica)
Elemental Burst- Using the power from your surroundings, fire an attack specific to that energy (Cost- 3 Magica) (Current Element- Dark)

Tier 3
Counter- Redirect all kinetic energy from a physical attack back onto the user this turn (Cost- 5 Stamina)
Magic Reversal- Redirect all elemental attacks that hit you back at the user this turn (Cost- 5 Magica)
Taunt- Draw the attention of all of the enemies on the battlefield and boost your defence (Cost- 3 Magica)
Energy Rush- Draw in an Elemental attack from an enemy to give yourself an Evasion boost and take reduced damage (Cost- 3 Magica)

Tier 4
Legbreaker- Twist an enemy's leg most of the way around your Bo. Paralyzes an enemy (Cost- 4 Stamina)
Magical Drain- Draw in all elemental attacks used by enemies this turn and heal yourself from the power taken in (Cost- 7 Magica)
Redirection- Redirect all elemental energy from one enemy to another target for a few turns (Cost- 7 Magica)
Rapid Thrust- Rapidly poke the enemy with your Bo, hitting three times. Deals Strike to 3 targets or any combination possible (Cost- 9 Stamina)

Tier 5
Move Steal- Absorb the essence of a move from an enemy, using it against them. This targets a random move from their movelist, or one of their moves that you have seen prior (Cost- 4 Magica)
Defensive Offence- Whilst using your Bo as a shield, strike the enemy upon the face. Deals Strike damage and increases your defence for a few turns (Cost- 5 Stamina)
Hyper Charge- Draw in massive amounts of energy in order to increase the strength of your next attack fourfold (Cost- 10 Magica)
Energy Haste- Draw in an elemental attack from any enemy to boost your speed, reducing the damage taken from it and inflicting the Haste status ailment upon yourself (Cost- 5 Magica)

Desperation Attack- Heroic Dive- Dive in front of an ally to take a hit for them

Items
1- Kusanagi-no-Tsurugi (Legendary)- A sword from an eastern country. In legend, it was said to have been used by a prince of that country to save him from a wildfire. Unbreakable, this blade cuts twice; Once with standard Slash damage, then instantly again with Wind damage to deal a single strike that hits with both elements.
2- Cherished Memento (1/1)- Innate: If in your inventory when you are KO'd, you will hold on with 1HP
3- Sealed Naginata (1/1)- Ornate weapon with power sealed. It's impossible to tell what this weapon will do when used
4- Mirror Shield (3/3)- Well polished shield. When held, you will passively reflect half of the damage dealt by any elemental attack to you back to the sender.
5- Labrys (Legendary)- A frighteningly heavy axe wielded by the Minotaur. Swing at an enemy to deal strong slash damage and knock them flying, lowering their defence and having a chance to stun them

Akiza Inziki/Aren

Lv. 18 Psychic DuelistCharacter Bio- Akiza is a psychic duelist and one of the 5 Signers. She became isolated from society after people treated her as a monster and a witch for her powers. She became known as the Black Rose Witch, dueling using her Black Rose Dragon and causing destruction with her powers. She was taken in by the Arcadia Movement and its leader, Sayer. After Sayer's apparent death, she was made to open up by Yusei Fudo and managed to control her powers, which normally are fueled by negative emotion, while reconciling with her parents.Weapon of Choice- Duel DiskPowers- She has the ability to make the monsters and effects of cards she plays real as well as some minor telekinetic abilities.Bonus System- Black Rose Witch - Akiza can remove her Energy Stabilizer hairpin to unleash her full power, greatly increasing her natural attack power but constantly draining her stamina until it is returned or she runs out.

Tier 2
Thorn of Malice- Use the Thorn of Malice Magic Card. This will make either your or an allies next attack ignore all enemy defences (Cost- 5 Magica)
Duel Runner- Get onto your Duel Runner and drive off to build up speed, before returning and crashing into the enemy to deal strong Strike Damage. On the first turn, you cannot be targeted by any attacks (Cost- 6 Stamina)
Rose Fairy- Summon the Rose Fairy to blast an enemy with a gust of wind. Deals Wind damage (Cost- 3 Magica)
Telekinetic Barrier- Using telekinesis, choose a target to redirect all things that target you to. This includes beneficial effects (Cost- 6 Magica)

Tier 4
Phoenixian Cluster Amaryllis- Attack with Phoenixian Cluster Amaryllis to deal Extreme Fire Damage. However, this attack hits with recoil back onto you (Cost- 7 Magica)
Witch of the Black Rose- Summon the Witch of the Black Rose and attack with its Effect. Deals Dark damage, with a 50% chance of the move hitting again. This can combo until it fails its check (Cost- 6 Magica)
Rose Tentacles- Summon the Rose Tentacles to your side. This move can be used sequentially to charge up power for the attack when unleashed. Deals Pierce damage that varies in strength depending on how long this move was charged (Cost- 7 Stamina, free for every turn charging after the first turn)
Doppelganger- Activate the Doppelganger trap card. When you're next hit, your opponent will take the same amount of damage that you did (Cost- 7 Magica)

Desperation Attack- Shuffle Deck- Randomly use one of your moves. The target will be random as well

Items
1- Solar Generator- Mini star that helped fuel Apollo's power. Whilst in the inventory of someone, the party that they're currently with will regenerate a small amount of Stamina and Magica each turn. Infinite use.
2- Stamina Potion (1/1)
3- Adrenaline Shot (1/1)- Medical assistance for those in need. Recovers slight health and boosts Attack
4- [Empty]
5- Health Potion (1/1)

Dio Brando/Jenova

Lv. 20 Vampire/Stand UserCharacter Bio- Born into poverty yet destined to overcome everything in his path to standing on top of the world. Willing to do anything to achieve his ultimate goal he took every opportunity given to him, killing his father and working his way into the Joestar family. Here he was in the perfect position to exert his domineering personality and charisma to win over his new father and everyone around him with a couple of minor exceptions, all the while slowly poisoning his new father to take everything. Unfortunately this bore the seeds of his first defeat but gifted him potential beyond mortal comprehension. Jonathan Joestar, his adoptive brother, saw through his schemes and quickly sought to bring Dio to justice and in so doing unleashed an ancient evil unto the land. An ancient mask, a remnant of a bygone civilisation, turned the already cunning, intelligent, all round gifted Dio into a vampire. Once again Jonathan bested him with sheer luck and pluck leaving Dio once again with nothing, not even a body to call his own. Soon after Dio had his revenge, claiming Jonathan's body for his own, the only body worthy to be his, and after a century's slumber he awoke only to be gifted new, unfathomable powers. The power of the world.Weapon of Choice- Unarmed/Improvised weaponryPowers- Dark VampirismBonus System- Time Freeze: The World allows him to freeze time for up to ten seconds. In this time, Dio is able to attack the enemy up to five times in a turn. This ability can be used safely once a battle. If used more than this, Dio will lose half of his maximum stamina

Moves
Tier 1
Hook Punch- Throw a mean right hook into the face of the enemy to deal Strike damage (Cost- 3 Stamina)
Blood Drain- Jab your fingers into an enemy to drain their blood. Deals Pierce damage and heals Dio half the damage he deals. Will only work on enemies with blood. (Cost- 6 Magica)
Poisoned Medicine- Apply some poison to an enemy. Inflicts Poison (Cost- 4 Stamina)
The World- Summon The World. Once activated, it will stick around to hit an enemy with Strike damage every turn. Whilst active, it will drain your Magica, but can be deactivated on the same turn that you use another attack (Cost- 7 Magica on Summon, 3 Magica every subsequent turn)

Tier 2
Street Sign- Using the sharpened edge of a street sign, slice through an enemy to deal Slash damage (Cost- 3 Stamina)
Space Ripper Stingy Eyes- Fire the fluid of your eyes at high pressure at an enemy. Deals Dark damage (Cost- 3 Magica)
Vampiric Freeze- Lower your body temperature so low that you freeze anything you touch. Deals Ice damage to an enemy (Cost- 3 Magica)
Hermit Purple II- Using a mysterious second stand, investigate an enemy to scan them and gain a Bio (Cost- 1 Magica)

Tier 3
Knife Throw- Throw a sharp kitchen knife at an enemy. Deals Pierce damage (Cost- 3 Stamina)
Time Dodge- Freeze time briefly to dodge an attack and appear behind an enemy. Upon use, will stay active until the next time you are attacked (Cost- 6 Magica)
Feed- Drink the blood of any enemy that has been defeated in this battle to heal yourself fully. Will only work on certain enemies (Cost- 7 Magica)
Vampiric Intimidation- Use your overwhelming presence to intimidate the enemy into lowering their Attack. Affects all enemies (Cost- 8 Stamina)

Tier 4
Eye Jab- Punch an enemy in the face, jamming your thumb in their eye. Deals Strike Damage and inflicts Stun (Cost- 6 Stamina)
Chilling Aura- Drive fear into the hearts of all enemies, lowering all of their Defence (Cost- 8 Stamina)
Time Break- Freeze time before anyone can move and quickly suckerpunch the enemy, dealing Strike Damage (Cost- 4 Magica)
Zombie- Call upon a zombie to fight alongside you for a few turns, dealing all varieties of Physical damage (Cost- 8 Stamina)

Desperation Attack- WRYYYYYYYYYYYYYYY- Let out a chilling battlecry with a 50% chance of stunning an enemy

Items
1- Dionysus' Chalice (3/5)- An infamous tool for the partygoing sort. Drinking the wine from this will boost a random stat or inflict Haste upon you.
2- Ritual Knife (Unlimited use)- A strange magical knife. Having it with you imbues you with the knowledge of how to let your blood to restore your energy. Deals damage to yourself to restore Stamina/Magica
3- Royal Sabre (4/4)- Sword cherished by the royal family. Extremely light and easy to fight with. Deals Slash damage twice when used
4- [Empty]
5- [Empty]

Weiss Schnee/Met

Lv. 24 HeiressCharacter Bio-gooseberry fool it, I'm lazyWeapon of Choice- Mytenaster: dust infused rapier/revolver.Powers- Glyphs: Semblance allows formation of glyphs with multiple abilities such as Haste, Gravity, Warp and Summon.Bonus System- Team Assist: When taken enough damage, Weiss can spend a turn to call for Ruby, Blake or Yang to come and assist her for a few turns

Tier 2
Red Dust: Fire Stream- Use Red Dust to blast a stream of fire at an enemy. Deals Fire damage to one enemy (Cost- 3 Magica)
Dust Infuse- Infuse Myrtenaster with Red, Blue, Green or Yellow dust, in order to give any attacks that use it the bonus element of Fire, Ice, Wind or Electric respectively (Cost- 3 Magica)
Blue Dust: Ice Sheet- Create a sheet of ice on the floor under an enemy, causing them to slip. Stuns an enemy, but will have no effect on flying enemies (Cost- 5 Magica)
Glyph: Blue Barrier- Place a hard barrier in front of yourself that repels any enemy that attacks you physically, dealing Strike damage to them (Cost- 4 Stamina)

Tier 3
Yellow Dust: Lightning Bolt- Use Yellow Dust to launch a jolt of electricity at an enemy. Deals Electric damage to one enemy (Cost- 3 Magica)
Glyph: High Platform- Create a blue platform high above the battlefield where no enemy can target you. On the turn of use, you'll hide up there, but on the next turn you'll dive down and stab an enemy, dealing Strong Pierce damage to one enemy (Cost- 6 Stamina)
Green Dust: Windstorm- Use Green Dust to whip up a powerful gale to raze an enemy. Deals Wind damage to one enemy (Cost- 3 Magica)
Glyph: Summon Sword- Summon a sword above an enemy. At any point, you can choose to drop it and deal large Slash damage to an enemy (Cost- 5 Magica)

Tier 4
Glyph: Haste- Use a yellow Glyph to speed yourself or a team-mate up to high speed, inflicting Haste upon them (Cost- 9 Magica)
Blue Dust: Icicle Rain- Use Blue Dust to create a shower of icicles to pierce all enemies. Deals Ice damage to every enemy (Cost- 6 Magica)
Glyph: Black Sigil- Hold an enemy in place with a black glyph. Inflicts Trapped on an enemy (Cost- 4 Magica)
Glyph: Mach Reflexes- Use a small haste glyph to boost your reflexes, ensuring that the next move aimed at you will miss (Cost- 6 Magica)

Tier 5
Multi Dust Stab- Inject all kinds of your dust into Myrtenaster to stab into an enemy. Deal damage to an enemy of Pierce, Fire, Ice, Wind and Elec at the same time (Cost- 4 Stamina)
Glyph: Ice Blade- Form a second sword out of ice using glyphs and blue dust. When using a move that involves Myrtenaster next, this move will hit twice. The Ice Blade cannot be infused with any dust and will only deal Pierce/Slash. (Cost- 5 Magica)
Yellow Dust: Thunderstorm- Spray yellow dust far across the battlefield to coat it in a ferocious thunderstorm. Deals Electric damage to all enemies (Cost- 6 Magica)
Red Dust: Inferno- Blast Red Dust across the arena, igniting the air to burn all enemies. Deals Fire damage to all enemies (Cost- 6 Magica)

Desperation Attack- Mach Speed- Utilise your speed Glyphs to boost your Evasion for the whole time you are on 0 Mag/Sta

Lv. 17 Saurian WarriorCharacter Bio- He is a completely normal man with a completely normal past. He has such normal human features as an elongated reptilian snout with 60 or so sharp teeth inside, an elongated tail, hands and feet with three clawed digits each and feathers on the back of his neck and head, end of his tail and on his arms. He wears a relatively normal clothes, but no shoes. He is totally not a illuminati space dinosaur/lizard whose race manipulates humanity behind the scenes. Due to his race having advanced technology, various implants within his body give him the ability to manipulate gravity to manipulate gravity over small areas.Weapon of Choice- Unarmed; he uses the claws on his hands and feet to fight.Powers- Minor Gravity manipulationBonus System- Primal Blood Rage: After defeating an enemy (as in he lands the killing blow), a more primal part of Jim's brain takes over and he enters a battle rage for the next turn, giving him a boosted Attack. Stacks if multiple enemies are defeated in a turn

Tier 3
Tycoon's Support- Using your vast network of well-wishers and associates, get a random item to spawn in your inventory. This move will only work if you have a free inventory slot (Cost- 6 Stamina)
Berserker Barrage- Rapidly tear into an enemy to deal slightly weaker slash damage three times. (Cost- 7 Stamina)
Blood Magic- Cast ancient, forbidden magic known only to a select few on an enemy, dealing Dark damage (Cost- 3 Magica)
Gravity Funnel- Intensify gravity in front of you to neutralise the momentum of an attack coming for you completely. Negates the next attack aimed at you completely (Cost- 6 Magica)

Tier 4
Ancient Ritual- Perform a forbidden and forgotten ritual to yourself. Boosts your Attack, Defence and Evasion (Cost- 6 Stamina)
Atmospheric Rave- Slice an enemy into the air with your claws, dealing slash damage and follow them up to the sky to maul them. This removes them from the battle, unable to attack or attack for that turn. You will also be immune to attacks this turn. Next turn, spike them down to the ground to deal strong Strike damage. (Cost: 8 Stamina)
Savage Bite- Pounce on an enemy and maul them. If they have blood to drink, you will heal yourself half the damage that you deal. Deals Pierce damage (Cost: 6 Stamina)
Gravity Vortex- Create a massive pool of gravity to impede the movement of all enemies. Inflicts Trapped on all enemies (Cost- 6 Magica)

Tier 5
Eye of Providence- Using the sacred Eye of Providence, learn all the secrets of an enemy or item. Full scan on enemy and bio, with the option to seal away one of their moves (Cost: 5 Stamina)
Gravity Crusher- Massively intensify the gravity of the arena, dealing Strike damage to all enemies as they are crushed (Cost: 6 Magica)
Centre of Gravity- Turn an enemy into the centre of gravity for the area, causing all manner of sharp things to fall into them. Deals Strong Pierce damage to an enemy (Cost: 5 Magica)
Infinite Chaos Storm- Using dark and forbidden magic known only to the ultraelite, bombard every enemy with a mix of curses. Deals Dark damage to all enemies with a chance of random status ailments (Cost: 7 Magica)

Desperation Move- Ancient Cry- Call out in a forgotten tongue to have a random effect on a target of your choosing

Item Slots
1- Adrenaline Rush (1/1)- Small vial of concentrated adrenaline. Ingest to make your body work harder, boosting your Attack for a few turns
2- Stamina Potion (1/1)
3- Perfect Slumbers (2/3)- A flute that when played has a high chance of lulling every enemy to sleep.
4- Necro-Bomb (1/1)- Weapon given to fledgling necromancers who haven't mastered the art yet. Deals Dark Damage and may resurrect defeated enemies to your side
5- Healing Signal (2/2)- Heals party fully[Empty]
KEY- Snake Mask
KEY- Olympian Car Keys

Iskander, King of Conquerors/Nun

Lv. 18 RiderCharacter Bio-Go watch Fate ZeroWeapon of Choice- SwordPowers- Able to summon both his horse Bucephalus as well as his Noble Phantasms, the Gordius Wheel, a chariot pulled by Zeus' own bulls and Ionian Hetairoi, a reality marble containing his eternal armyBonus System- A-Rank Charisma- Whilst exploring, Iskander can recruit people if they can be considered as 'Allies'. These people will give supports when summoned through Ionian Hetairoi skills in various ways. Not every recruit is useable for every Ionian Hetairoi skill. The list of recruits and effects can be seen below:

Moves
Tier 1
Sword of the Kupriotes- Slice an enemy with your trusty sword. Deals Slash damage to one enemy (Cost: 3 Stamina)
Gordius Wheel- Summon the Gordius Wheel to charge an enemy, shocking the enemies with the thundering hooves of the bulls. Deals Elec damage to one enemy (Cost: 3 Magica)
War Cry- Unleash a mighty cry to unnerve your opponent. Lowers an enemies Attack (Cost: 4 Stamina)
Ionian Hetairoi: Bannerman- Summon a member of your army to cast a Support spell (Cost: 4 Magica)

Tier 2
Bucephalus- Mount your trusty steed Bucephalus to increase your Attack and Defence. Bucephalus has 15HP and will take damage along with you when you are hit. When he is defeated, this move is unavailable for the rest of the battle (Cost: 9 Magica)
Admirable Tactics- Command your party to strike harder, by marking an enemy to take extra damage from supereffective hits (Cost: 2 Stamina)
Parry- Redirect an enemies attack to knock them off their balance. The next time you are hit by a physical attack, you will take no damage and will stun the enemy (Cost: 6 Stamina)
Ionian Hetairoi: Attack- Summon a supporter from your army to attack an enemy (Cost: 3 Magica)

Tier 3
Mach Gordius Wheel- Ride the Gordius Wheel at high speed, fast enough to move twice a turn. Cast Haste upon yourself (Cost: 9 Magica)
Impact- Slam yourself, Bucephalus or the Gordius Wheel into an opponent to deal Strong Strike damage (Cost: 5 Stamina)
Wine Drink- Get yourself drunk on the finest wine possible. Whilst inebriated your lowest HP limit drops to -5, with you only falling unconscious if you drop below this limit. If the battle ends with you under 0, your health will be set as 1. (Cost: 4 Stamina)
Ionian Hetairoi: Heal- Summon a medic from your army to heal self or party (Cost: 4 Magica)

Tier 4
Stratospheric Gordius Wheel- Ride the Gordius Wheel into the sky for one turn to avoid all damage. On the next turn, return and charge into an enemy to deal strong Strike and Electric damage (Cost: 8 Magica)
Via Expugnatio- Send the Gordius Wheel inbetween the group of enemies to deal Electric damage to all (Cost: 6 Magica)
Reality Marble- Summon and trap an enemy within your own personal realm. Whilst trapped, they will be unable to act or be affected by any action. If all other enemies are defeated, they will be forced back onto the battlefield (Cost: 6 Magica)
Ionian Hetairoi: Summon- Summon a member of your army to fight with you. Whilst on the battlefield, you can set them to Support or Attack. Can be de-summoned at any point (Cost: 7 to summon, 3 every subsequent turn)

Tier 5
Bucephalus Charge- Only whilst riding Bucephalus. Charge at the enemy at high speed and skewer them on your sword to deal extreme Pierce damage (Cost: 7 Stamina)
Gordius Wheel Torment- Push and enemy in front of the speeding Gordius Wheel, dragging them off for a turn. Whilst dragged off, they cannot attack or be targeted. Deals Electric damage on the turn of use, then strong Strike damage when the Gordius Wheel returns. Other moves involving the Gordius Wheel cannot be used whilst this move is active (Cost: 7 Magica)
Zeus' Lightning- Blast an enemy with a divine bolt of lightning from the wheels of the Gordius Wheel. Deals Strong Electric damage (Cost: 5 Magica)
Ionian Hetairoi: Army of the King- Bring the battlefield forth into your Reality Marble, where your amassed army swarm the enemies. Deal strong Strike damage to all enemies, as well as effects by all recruited followers on top of this damage (Cost: 12 Magica)

Desperation Attack- A+ Luck- If you are unable to attack, enemies may focus on you with a 50% chance to miss. You can use this to stand in front of allies

Items
1- Panacea (3/3)- Mythical medicine that can cure any ailment, including unconsciousness
2- Aegis (Legendary)- The unbreakable shield plundered by the King in ancient times. When carried by someone, your base defence is increased by 2.
3- Yasakini-no-Magatama (Legendary)- A jewel that makes up the third part of the set of the eastern country's stolen treasures. It's said it's owner is the rightful heir of that country, with many power struggles caused by it going missing. When in the inventory, the owner will be able to call all focus of the enemies onto them without using a turn.
4- Exalted Armour (2/5)- Legendary suit of armour. In addition to increasing your base defence, it intimidates your foes into lowering their attack after they strike you
5- Excalibur (Legendary)- The sword of an ancient king, said to be of similar sources to Polaris. While time has eroded the blade that once conquered the world, it still carries tremendous strength. Upon striking an enemy, it will decrease their Attack, Defence and Accuracy

Jack Frost/Euan

Lv. 16 ElementalCharacter Bio- Brought to life by the man on the moon, Frost is immortal, and has control over all that is cold.Weapon of Choice- Ice StaffPowers- Can create and manipulate snow and ice.Bonus System- Guardian of Fun - Starts a snowball fight with his allies (if alone a snowman is built). Removes any Status Ailments from Allies and raises defense for 3 turns. (Cooldown- 0/8 Turns)

Tier 3
Snowman Summon- Summon a snowman to assist you in battle. Will deal Ice damage to an enemy every turn (Cost- 7 Magica to summon, 3 every subsequent turn)
Slippery Surface- Stun an enemy by freezing the ground underneath them, causing them to slip. Will not work on flying enemies (Cost- 5 Magica)
Trick Staff- Transform the Ice Staff into an Ice Scythe to give Slash instead of Strike damage on any attacks using the Staff (Cost- 1 Stamina) (Current: Ice Scythe)
Powder Snow- Bring a puffy, clingy snowstorm over every enemy to freeze them tight, dealing Ice damage to all (Cost- 6 Magica)

Desperation Move- Snow Warning- If used, this move freezes everyone on the battlefield. Deals Ice damage to all, including allies

Items
1- Frozen Potatoes (25/30)- Icy Treats. However, these are so cold now they are inedible, in addition to freezing the hand of the person who holds it. By giving them a hard toss at the enemy, it will deal Ice damage, but shatter after the impact. Good thing you have a lot
2- [Empty]
3- Asbestos Vest (2/3)- Vest lined with asbestos for fire protection. Do not inhale whilst wearing. Reduces damage taken by Fire attacks
KEY- Bear Mask
KEY- £248

Retired Characters

Zina/Aren

Lv. 17 Magic SniperCharacter Bio- Raised in the mountains away from society by a cult of outcast monks, she was treated as their Goddess and led to believe that she was destined to rule the world. Her life so far has all been one long training session to prepare her for her inevitable role as ruler of the world. Using her bow in conjunction with a wide range of magical elements, she hopes to be able to fight off any opposition. The invitation to adventure is her first communication from the outside world and she believes it to be her call to arms and the start of her conquest.Weapon of Choice- LongbowPowers- Summoning arrows of various elements, most notably Fire and Electricity.Bonus System- Precision Shot: More likely to land a Critical Hit when not damaged during the enemy's last round of attacks.

Moves
Tier 1
Arrow Shot- Fire an arrow at an enemy to deal Pierce damage (Cost- 2 Stamina)
Fire Shot- Imbue an arrow with arcane fire and fire at an enemy to deal Fire damage (Cost- 3 Magica)
Smite Shot- Bless an arrow with holy power and fire at an enemy to deal Light damage (Cost- 3 Magica)
Holy Tribute- Pray to the spirits above for a blessing. Heals yourself or an ally and boosts the targets Attack (Cost- 5 Magica)

Tier 2
Ice Shot- Enchant an arrow with magical Ice and fire at an enemy to deal Ice damage (Cost- 3 Magica)
Thunder shot- Hex an arrow with alchemical electricity and fire at an enemy to deal Electric damage (Cost- 3 Magica)
Divine Grace- Cast a charm to soothe the wounds the party. Heal the party a small amount of health (Cost- 6 Magica)
Harpoon- Fire a large metal arrow into an enemy. An enemy stuck with this will now take additional damage from Elemental attacks. Deals Strong Pierce damage (Cost- 5 Stamina)

Tier 3
Hex Shot- Curse an arrow, imbuing it with Dark powers. Deals Dark to an enemy (Cost: 3 Magica)
Rekka- Strike an enemy with your palms three times in a row quickly. Deals weak Strike damage to an enemy three times in a turn (Cost: 7 Stamina)
Blessed Arrow- Mark an arrow with a cleansing charm. Removes all buffs on an enemy (Cost: 4 Magica)
Holy Light- Pray to the heavens to strengthen your team. Boosts the party's Attack (Cost: 8 Magica)

Tier 4
Arrow Rain- Notch several arrows and fire into the sky, pelting the enemies with a hail of arrows. Deals Pierce to all enemies (Cost: 6 Stamina)
Shaolin Stance- Focus and tense your body, accessing your latent power to boost your Attack and Defence. Additionally, you will temporarily gain a Resistance to all Physical attacks (Cost: 5 Stamina)
Healing Wish- Pray deep from your soul to the goddess to mend all wounds. Fully heals HP on one target and cures any Status Ailment (Cost: 7 Magica)
Reviving Prayer- Perform a rite to bring back an ally from the brink of death. Revives an unconscious ally to half their maximum health (Cost: 7 Magica)

Tier 5
Lightning Storm- Pray to the heavens to drop a rain of divine lighting on the enemies. Deals Electric damage to all enemies (Cost: 6 Magica)
Shaolin Oath- Following their oath to protect their future goddess, summon a Monk to assist you in combat. Can be set to either attack, protect you or cast buffs. Will only last a few turns (Cost: 6 Stamina)
Goddess Form- Tap into 80% of the Goddess' true power, bringing you to a near deific level. Whilst in this form, you will have boosted Attack, Defence and Evasion. Additionally, you will be immune to all Light and Dark moves. Can be deactivated before you act on any turn after the turn you activate on (Cost: 8 Magica to activate, 2 Magica every turn afterwards)
Last Rite- Sacrifice your life to give your essence to heal the rest of the party. Fully heals the party, recovering Sta and Mag as well as healing any status ailments at the cost of all of your HP (Cost: 1 Magica)

Desperation Attack- Shaolin Endurance- Meditate for two turns to restore Magica and Stamina. Whilst in this time, your health can go to -5. If it goes any lower, you will be knocked out

Items
1- Flashbang (1/1)- Concussive grenade with the ability to Stun one enemy
2- Explosive Knife (1/1)- Knife loaded with explosives. Stab into an enemy to deal Pierce damage, then at any point, independent of your move, explode it to deal Fire damage
3- Demonic Contract- Strange parchment with a line for you to sign. Will you do it?
4-
5- [Empty]
KEY- Wolf Mask
KEY- Sacred Charm

Jinx/Gazooki *In A Pocket Dimension*

Lv. 10 Super Mega GunnerCharacter Bio- Nobody really knows who she is, where she came from or even what her true name is. The people of Piltover simply call her 'Jinx' because wherever she goes, chaos and destruction isn't too far behind. Actually, it's never behind, because she's the one causing it. Many have wondered why she chooses to lay waste to the city, and the consensus many have reached is 'because it's fun.' That's all that seems to matter to her. If it's guaranteed to cause massive explosions, you bet she'll do it.
The letter summoning her on this quest wasn't actually addressed to her, she just blew up the post office for eton mess and giggles and somehow it was the only item of mail that survived. Jinx never went to school as far as she can remember, so she had trouble reading the letter, especially with all the scorch marks, but by collaring a random stranger and convincing him at gunpoint to read it for her, she soon discovered there was a great treasure to be found.
'Searching for treasure sure beats this dump,' Jinx said to the man before propelling herself away on a colossal rocket, leaving him bewildered. Little did he know, that letter was meant for him, but nobody will ever know who he is because Jinx beat him to it. Sorry irrelevant background guy, better luck next time!Weapon of Choice- Rocket launcher/minigun/bombsPowers- Pfft, who needs powers when you've got explosives?Bonus System - Get Jinxed!: Gains Haste for one turn after killing an enemy. This ability can be stacked to extend the length of Haste.

Tier 2
Minigun Spray- Fire your minigun in a wide spread to cover everything in a hail of bullets. Deal Pierce damage to all enemies (Cost- 6 Stamina)
Reload- Load up your weapon with extra ammo. Your next attack will now deal 2x damage (Cost- 5 Stamina)
Nailbomb- Throw a nailbomb at an enemy to deal Fire damage. After explosion, it will then deal lesser Pierce damage to two more enemies on the battlefield (Cost- 5 Stamina)
Zap- Use a dynamo to electrocute an enemy and lower their defences. Deals Electric damage. (Cost- 6 Stamina)

Desperation Move- Suicide Bomb- Deal strong fire damage to all enemies but halve your current HP. If used on 1HP, this move will knock you out

Items
1- Night Vision Goggles (2/2)- Specialised goggles to increase visibility. Negates all Evasive buffs on the enemy/Accuracy debuffs on the user
2-Taser (2/3)- Small protective device for those who dislike firearms. Deals Electric damage to an enemy
3-

Kaff Drogan/fluffyKittan

Lv. 14 Gentleman Adventurer

Character Bio- Originally a 'second hand trouser salesman' who made a living crawling through cellars and pits in search of people's discarded possessions before flogging the chaff and keeping the odd one or two decent ones, Carl Daton lived a rather unsuspecting life. One day while searching the contents of an abandoned mine shaft which was surprisingly abundant in mineral veins despite being abandoned (one would think the owners of the mine suffered a sever case of Fantasy apathy(tm))Carl unearthed a mysterious pearly suit of armor and matching spear. The inscription on the front plate read 'don thy armor Knave' to which Carl replied out loud 'Why?' before noticing the inscription continued 'Because I'm awesome'. Having only leather mush to protect his skin (SHTS doesn't pay well as a job, name due to some compelling force requiring one to purchase the chaff of adventurers.) Carl complied before undergoing the most horrific transformation this side of market town. Gone was Carl Daton, and born into the world was Kaff Drogan: Gentleman Adventurer! a misguided hero standing against evil, tyranny, ugliness, thieves, librarians, farmers, non humans, feminism, not putting out, personal hygiene, wizards, restraining orders and logic. For Carl had donned the cursed armor of the Egodin+1337, the inscription on the armor changed to fit it's new owner, who swaggered into the night to dispense the justice of Kaff Drogan: Gentleman Adventurer, and to give his seed to any maiden stupid enough to let him.Weapon of Choice- Kaylen, spear of Justice! (Self titled weapons; spear)Powers- Aided by the god of vanity Kaff channels the power of light as the least ugliest energy, using it to smite foes or occasionally aid allies.Bonus System- Kaff is a being of day and night, and while he fuels his strength with his ego, and is unaware it makes him look like a dick, he does like to give the false impression of empathy in order to get what he wants, which while selfish still comes off as empathetic. Such actions gain strength with each passing use, but must be balanced or catastrophic events could be unleashed.

Selfish Acts are:
Using healing items on yourself when another ally has lower health
Buffing yourself before buffing an ally
Being the first to claim an item
Making lecherous comments
Abusing civilians
Deliberately breaking down negotiations

-Kaff's supporting abilities/selfless endeavours are strengthed by his stacks of FALSE EMPATHY. Kaff gains stacks of FALSE EMPATHY by using supporting abilities in combat/commiting selfless acts. Gaining a stack of FALSE EMPATHY wipes all stacks of EGO.

Selfless Acts are:
Using items on allies
Forgoing taking spoils of war to give to an ally
Reaching a diplomatic result to disputes
Complimenting the party
Telling someone if you think they're going to walk into a trap

-If Kaff's EGO stacks get too high the god of vanity empowers Kaff, buffing his Attack, Defence and Evasion, and smites his allies, dealing Light damage
-If Kaff's FE stacks get too high the god of compassion smites Kaff, dealing Light damage (for missusing empathy) and empowers his allies (for having to put up with him), buffing their Attack and Defence.

Tier 2
Smug Claim- Point out various inadequacies of an opponent, forcing them to focus on you (Cost- 2 Stamina)
Ego Boost- Look in your personal mirror to remind yourself how much better than everyone else you are. Boosts your EGO by three points (Cost- 3 Magica)
Crocodile Tears- Pretend to feel sorry for one of your team mates. Boosts your FE by three points (Cost- 3 Magica)
Untarnished Beauty- Pray to the gods of beauty to keep you or an ally's beauty safe. Boosts the defence of an ally or self (Cost- 4 Magica)

Tier 3
Divine Retribution- After use, the next enemy that would dare damage your beauty will have their attack negated and smited with Light damage (Cost- 5 Magica)
Kaylen Needles- Rapidly jab twice with Kaylen. Deals Pierce damage twice, with the second stab able to be aimed at a second target (Cost- 6 Stamina)
Glamour Breaker- Emit mystifying and gorgeous lights from Egodin that confuse the enemy so much, they will be unable to focus. Inflicts Brainshock on an enemy (Cost- 4 Magica)
Narcissus' Love- Your love of yourself is favoured by the vanity gods, healing you some health and raising EGO. Alternatively, you can give the heal to your team-mates for a boost to FE (Cost- 4 Magica)

Desperation Attack- Vanity Shield- Grab an ally of choice and hide behind them so your beautiful self is not damaged. Adds 1 EGO when used

Items
1- Magica Aura Generator (1/1)- Device that casts an area of effect aura to refresh the party's Magica by a small amount over time
2- [Empty]
3- Dagda's Soup Pot (Unlimited)- Mythical soup pot that is deep enough to feed an army. Portable too! Unlimited amounts of Small heals for the party
KEY- Letter to Minos
KEY- Chris' Clothes
KEY- £100

[/quote]

The Taco Bellator/Kappa

Lv. 8 LuchadoreCharacter Bio- In the heights of Taco Bell's popularity as every non-mexican's favourite mexican food, Taco Bell developed a fighting machine as their mascot. The Taco Bellator came from CEO Taco Man's love of professional wrestling and MMA and mixed the two into a single style. The project was finished but people realised that the food made by Taco Bell was eton mess so they did not release their mascot to the general public. Now a travelling masked mercenary he fights for great justice, coin and quality mexican food, even if he isn't a fan of the company that made him who he is. The Taco Bellator fights for great justice and world titles using his unique style of strong strikes, suplexes, submission manoeuvres and high flying daredevil attacks. Sadly Taco Bell gave him a really racist theme song (because wrestlers must all have theme songs that play when they enter and win fights) so when he went rogue he came up with a new one which had a darker tone because he's now a mercenary. Even though he's blaring music whenever he enters the scene, for some reason his opponents always end up shocked until he arrives at a reasonable range to engage them in combat (maybe it's a wrestling thing???). The Taco Bellator's attire consists of a dashing red and yellow mask surgically attached to his face so he can never be unmasked and keeps his top bare to show off his great physique and some wrestling tights to cover his bottom half because sometimes he's a bit conscious about his legs and it looks better on a high flier anyway.Weapon of Choice- The Taco Bellator does not carry weapons as he is a luchador but he is proficient in using improvised weapons such as chairsPowers- Captivating Presence: The Taco Bellator brings wrestling logic to a real fight and warps reality to suit his near-theatrical fighting styleBonus System- When the enemy is on critical health, the Taco Bellator can finish them off with The Fajita Buster, his signature spinning powerbomb which instantly knocks them out. Additionally, should he himself be at critical health, the Taco Bellator's Attack is boosted in the name of justice

Tier 1
Crowd Heat- Get the support of an imaginary crowd to boost your attack. If in a situation where more people are actually watching, the Attack boost lasts twice as long (Cost: 4 Magica)
Red Hot Dropkick- Jump and kick the opponent in the face with both feet. Deals Strike damage (Cost: 3 Stamina)
Vice Rana- Hold an opponent in a solid pin. Inflicts Stun on an enemy (Cost: 5 Stamina)
Moonsault- Do a backflip and bodyslam the opponent. Deals Strike damage that deals extra to an enemy inflicted with a status ailment (Cost: 4 Stamina)

Tier 2
Hidden Weapon- Pull a random hidden weapon out from under the arena. This weapon acts as an Item, but does not fill an inventory slot and will break after a few uses. The weapon pulled can be a Steel Chair, Machete, Bell and Table (Cost: 5 Magica)
Pyrotechnics- Make explosive pyrotechnics explode under the opponent, dealing Fire damage (Cost: 3 Magica)
Top Rope- Jump up to the top rope to make your next move look more stylish and hit extra hard. Your next attack after this will deal double damage (Cost: 5 Stamina)
Iron Tope- A powerful headbutt, dealing Strike damage that ignores enemy defences and resistances (Cost: 5 Stamina)

Cave Spider- Commonly found giant arachnid, their lairs are often signified by many cobwebs lying around. To attack, they normally bite with their fangs or slash with their legs. Be careful of their bites, for they carry a potent venom. HP 30, Attack 4, Defence 0. Weak to Fire, Light and Ice. Resist Dark and ElectricReanimated Sacrifice- The remains of a sacrificed human, returning to avenge their death. While mostly hostile, some may try and warn the people who have stumbled onto their graves, of the cults that remain ahead. As a skeleton, their arms are weak and usually only have a ceremonial dagger at hand. HP 25, Attack 4, Defence 0. Weak to Light and Strike, Resist Fire, Dark and Pierce.Ashen Ghoul- Some urns are enchanted to keep the spirit resting with their ashes for eternity, especially for those required in fiery sacrifices. Should they be opened by anyone, the spirit may be awoken and lash out at the one who disturbed their slumber. As a ball of floating ash, they have surprising strength, able to bring more ashes and spirits in to power up. HP 15, Attack 4, Defence 0. Weak to Light and Wind. Resist Strike, Pierce and Slash.Lost Cow- A rare and bizarrely named type of Oddity. Said to have been the ghost of someone who died when fleeing home, anyone who comes into contact with them loses the will to return home. Many an adventurer has lost their way, being led astray by the Lost Cow. HP 30, Attack 5, Defence 0. Weak to Dark and Fire. Resist Slash and StrikeArisen Plunderer- The reanimated corpse of a would-be grave robber. Due to the recent nature of his demise, he hasn't had much time to decay. Additionally, his tough armour has given him a resistance to many bladed weapons. His shortsword and pistol make him a powerful force in close quarters, but a lack of magic hinders him a lot. HP 70/70, Attack 5, Defence 0. Weak to Light and Ice. Resist Slash and DarkCultist of Olympia- A cultist who follows the teachings of Serpico Denarii and wish to bring control and balance to the world. Most of these cultists are skilled necromancers, with a history of reanimating their sacrifices. Their armour is poor, however, so they can be killed easily. HP 40, Attack 5, Defence 0. Weak to Fire, Elec and Pierce. Resist Light and Dark.Avenger Ghoul- A resurrected ghost, fuelled by dark magic and the lust for vengeance on those who wronged it. Not much is known about this forgotten warrior, other than the beloved Claymore it wielded and the evil powers granted by its master. HP 80, Attack 7, Defence 1. Weak to Light, Wind and Water. Resist Strike, Pierce and Slash.

Sky Palace Temple

Olympia Acolyte- A student spiritualist learning the ways of Serpico Denarii. Some taken from birth for their abnormal Spirit, others joining of their own will, they are taught several martial arts in order to gain ultimate control of their body. They are still learning, and have yet to learn the dark magic of the expert Cultists. HP 30, Attack 5, Defence 0. Weak to Fire, Pierce and Water. Resist Strike and Dark.Black Belt Cultist- A cultist who decided to forgo knowledge of magic and train his body into a perfect weapon. With mastery of five different martial arts, fighting these combat masters is risky even for those armed to the teeth. Watch out for their focus stance, where they can withstand even mortal blows to shatter every bone in your body. HP 60, Attack 5, Defence 0. Weak to Dark and Fire. Resist Strike and SlashOlympia Fire Master- A cultist who specialises in fire magics. However, they are still trained physically and can fight well. The research of pyromancy stems deep from a female warrior said to have carried an axe into battle. HP 30, Attack 5, Defence 0. Weak to Water and Ice. Resist Fire and LightOlympia Thunder Master- A cultist who decided to study deep into the field of electromancy. Some say despite their devotion to Serpico, they also carry a spear pendant on their body in respect of the first Electromancer. HP 30, Attack 5, Defence 0. Weak to Light and Pierce. Resist Electric and DarkHuangdi- A great gorilla that was trained by the Olympia cultists. Whilst unlikely to share their political views, it has been well trained into a war machine. Many times stronger than a human, its crushing blows have a chance of inflicting paralysis on its targets. HP 80, Attack 7, Defence 1. Weak to Fire and Electric. Resist Strike, Water and Wind.Olympia Ice Master- A cultist trained in icy magic. It's said they have their history tied to a female warrior who was said to be the fastest woman alive. In respect of her, they carry a Kunai into battle. HP 30, Attack 5, Defence 0. Weak to Fire and Strike, Resist Ice and Water.Olympia Earth Master- A cultist whose magic allows them to manipulate the very earth. Thanks to this, they are very strong both physically and mentally. The legendary hero who once used this power is remembered by the hammer pendant carried by the modern Earth Masters. HP 30, Attack 5, Defence 0. Weak to Water and Ice, Resist Strike and ElectricMaster Minos- The head monk of Sky Palace Temple. It's said that he's not only one of the greatest martial artists in history, he has mastered nearly every type of magic. The temple itself is very secretive, and links to the Olympia Cult is spoken in hushed tones. Just what secrets is he hiding? HP 120, Attack 7, Defence 1. Weak to Light and Pierce. Resist Strike, Slash and DarkMinotaur- Master Minos has seemed to have channeled the spirit of a god into his body. Only one as powerful as him could hope to survive the stress of this, and it seems he can't go back to how he was. The mighty Minotaur is a ferocious fighter, far outweighing any mortal. Be careful of its roars, they can inflict various debuffs. HP 500, Attack 15, Defence 3. Weak to Ice. Resist Strike, Slash, Pierce, Dark and Fire. Immune to Stun

Northern Towns

Bandit- A thug who has decided to live a life of the outlaw, terrorizing villages. Tough and armed to the teeth, hold no quarter with their array of physical moves and the occasional elemental attack. HP 30, Attack 5, Defence 0. Weak to Fire and Ice, Resist Wind and ElectricBandit Leader- A high ranking general of the bandits. Ranks are just a formality, but usually the ones with most clout are named as the leader of that camp. As they're so tough, their men look up to them a lot, and words from their mouths could inspire an army. HP 45, Attack 5, Defence 0. Weak to Ice, Resist Wind, Electric and Water.Bandit Berserker- A crazed warrior, who follows only his desires. In combat, their frenzies are unmatched, defeating any who unfortunately end up in the way. HP 40, Attack 7, Defence 0. Weak to Wind and Ice. Resist Pierce and Dark.Zombie- A resurrected person, be it from voodoo, virus or vampire enthrallment. They know no pain or fear, or even any real combat strategies. Most will attack only with a swipe, but some can pounce for a bite to inflict poison. HP 50, Attack 5, Defence 0. Weak to Light. No ResistancesRanger- Considered to be the strongest force of the law, these wandering lawmen travel the earth helping those who are in need. They are on call at nearly all times to combat extreme risks however, and can break any law they wish if it will protect the weak. The full limit of their powers are a closely guarded secret, with superior orders suggested to come from the Queen herself. HP 100, Attack 8, Defence 1. Weak to Ice and Wind, Resist Light and FireCop- The swift arm of the law, striking to protect the weak and innocent. These regular officers wear light stab vests and carry a trusty selection of blunt weapons and a can of pepper spray. HP 30, Attack 5, Defence 0. Weak to Fire, Resist PierceOfficer Jenny Wilson- The infamously incompetent officer of Laurel Police Department, she's been noted as failing at least once in every duty. The usually stern Superintendent does have a soft spot for her, sometimes buying her a drink to cheer her up after a particularly bad day. HP 15, Attack 1, Defence 0. Weak to All, Resist None.Wolf- Lupine wildlife found in the forests near Laurel Town. These ones seem to be bigger than usual, as if someone has been breeding them into killing machines. HP 20, Attack 4, Defence 0. Weak to Fire and Pierce. Resist Water and Wind.Riot Cop- Police officers armoured to the teeth. In addition to their usual weaponry, some carry SMG's and shields to protect themselves with. HP 40, Attack 7, Defence 1. Weak to Fire. Resist PierceSenior Officer- Older police officer known for their kindly disposition. He also dotes on the clumsy officer of the precinct, making sure she doesn't beat herself up too much. Some say he's packing some serious, non-regulation heat... HP 25, Attack 5-8, Defence 0. Weak to Fire, Resist Pierce.Hellhound- One of Artemis' specially bred hounds, trained on human flesh for extra ferocity. Their fangs are able to tear through most armours. HP 25, Attack 8, Defence 0. Weak to Ice and Light. Resist Wind and Dark.Business Cultist- A cultist of Olympia who takes care of the accounts. Those in Artemis' sect are often treated more like it's a business than the dojo that belongs to Minos. Artemis specifically requests his accounts are well taken care of, and these trained cultists are more than up to the task. HP 25, Attack 5, Defence 0. Weak to Fire and Wind, Resist Dark and ElectricOlympian Jailer- A particularly mean member of Artemis' sect, who acts as his jailer and head of interrogations. His favourite toy is his crowbar, likely responsible for thousands of broken bones over the years. HP 50, Attack 7, Defence 0. Weak to Electric and Water, Resist Strike and Fire.Superintendent Arthur- The head of the Laurel Police Department. Stern but fair in his justice, he will stop at nothing to protect the lives of his civilians. Some say he holds a few skeletons in his closet, though... HP 40, Attack 6, Defence 0. Weak to Fire and Ice, Resist Wind and Dark.Cerberus- A powerful demon summoned by Artemis. Said to be the guardian of the demon realm, each of this dogs three heads can breath a different element. When a contracted demon is defeated, it does not die. Instead, it offers its services to the person that defeated it. HP 130, Attack 8, Defence 1. Weak to Light and Ice, Resist Dark and FireDemonic Essence- A spirit from the dimension in which demons reside. It's unknown exactly what demon this is, potentially residual energy left over from the summoning portal. As it wasn't summoned properly, it lacks a tangible form in this realm, appearing as a cloud. HP 110, Attack 8, Defence 0. Weak to Light and Wind, Resist Strike, Slash, Pierce and DarkMaster Artemis- Leader of the Olympians in Laurel Town and holds a major sway over what happens in the northern regions of the country. Despite his elderly appearance, he's a master combatant, able to control his inner magic flawlessly and use every element. In addition to this, he wields the holy sword Excalibur with finesse. Finally, his trademark skill is summoning a spectral assistant to back him up and his contracts to demons. His real power is how he can change his weaknesses. The only way to know is to watch what he is attacking with currently and try to counter that. HP 200, Attack 9, Defence 1. Weak to UNKNOWN, Resist UNKNOWN, Immune to Stun.

Railway and The Capital

Pirate Bandit- An organisation of bandits, separate from the northern Rustlers, who seem to like their punk/pirate theming. They carry a wide array of arms, including some elemental weapons, so expect anything from them. Some say they did used to sail the high seas, but their newfound love of motorcycles was difficult to maintain away from shore. HP 40, Attack 7, Defence 0. Weak to Electric and Light. Resist Water and FireExplosive Bandit- A bandit who's love of bombs has led him to a path of mastering elemental weaponry. Whilst he favours fire above all, electric and ice aren't unbeknowst to them. HP 35, Attack 8, Defence 0. Weak to Water and Wind. Resist Fire and Ice.Flamethrower Bandit- A bandit identifiable by his large flamethrower and fireproof suit. Despite being on a wooden boat, they are well trained and won't hurt themselves in the crossfire. HP 35, Attack 8, Defence 0. Weak to Pierce and Water. Resist Fire and StrikeMage Bandit- A Mage who decided to abandon scientific study for a path of brigandy. Despite their poor lifestyle choices, they are still adept at elemental skills, but their weedy bodies are soft and weak. HP 30, Attack 8, Defence 0. Weak to Strike and Fire, Resist Light and DarkLady Sialla- A scylla that seems to be the bride to the pirate Captain Octopus. Fiercely loyal to her husband, she lives hidden on the ship with him away from the rest of the crew. In a fight, her body is much tougher than it appears. She can spit ink at high velocities at the party, as well as spit blasts of water around and cast wind magic. Her tentacles are where her real strength lies, with the ability to crush people and pin them in place, trapping them. The tale goes they met when Octopus was just a lowly sailor himself, with him abandoning the navy to live with her as they traveled the seven seas. HP 230, Attack 9, Defence 1. Weak to Electric. Resist Water, Dark and Fire. Tentacle HP 40, Attack 5, Defence 0. Weak to Electric. Resist Fire.Sewer Rat- Large rat, grown big from feeding on the waste of the city. Whilst mostly non-threatening, their filthy fangs have a chance of inflicting poison with every bite, so be careful. HP 30, Attack 4, Defence 0. Weak to Ice and Pierce. Resist Dark and WaterThug- A member of one of the Lower Capital's many gangs. Street fights and turf wars are commonplace, so these soldiers know their way around a fight. HP 40, Attack 6, Defence 0. Weak to Wind and Dark. Resist Strike and WaterCeto Unit- Formally, these are called Autonomous Hard Light Androids, nicknamed the Ceto Units due to their similarity to their creator. Once servants, Ceto reappropriated them into warriors for the efforts of the Olympians as her personal guards. Normally found within her Pocket Dimension where they can jump to her aid at any time. In combat, they have incredible strength behind their punches, as well as enough dexterity to wield firearms. Their main weapon is the Shock Arm, a powerful deterrent to rowdy prisoners. Is the gentleness of these soldiers is a result of their prior programming, or a piece of humanity forming? HP 40, Attack 6, Defence 0. Weak to Ice and Dark. Resist Light and ElectricElite Cultist- A high ranking member of the Cult of Olympia. With their operations in the city taking precedence, the viability of the official robes is less than ideal, so they wear whatever needs to be to fit in. As they follow Ceto, they keep her symbol, the snake, on their body somewhere. In battle, they are powerful martial artists with an understanding of magic taught by Artemis. HP 40, Attack 7, Defence 0. Weak to Water and Wind. Resist Dark and FireArmoured Cultist- A member of the Cult of Olympia who wears thick body armour to protect against bullets in order to protect the darkest secrets of the cult. However, this doesn't protect too well against a good whack. Whilst they lack prowess in magical techniques, they carry a wide array of weaponry designed by Ceto herself to make them walking tanks. HP 45, Attack 6, Defence 1. Weak to Strike and Electric. Resist Pierce and FireDarkwraith- The spirit of a person afflicted by a curse, before or after death. Traditionally found in burial grounds, one great, ancient necromancer discovered a way of using these as methods of warfare, sending cursed beings off to die in his enemies cities. These spectral beings attack anything they see in an attempt to be torn from their existence of pain, using dark magic and their long nails to attack. HP 50, Attack 8, Defence 0. Weak to Light and Water, Resist Dark and FireCeto- One of the leaders of the Cultists of Olympia and the granddaughter of Serpico. Unlike the martial arts prowess of Minos or the arcane strength of Artemis, Ceto's power comes from her ruthless attitude and her savant engineering skills. She's armed to the teeth with gadgets and carries her latest toy: The Lance of Longinus. HP 70, Attack 9, Defence 1. Weak to Dark and Wind, resists Fire and Ice.Undine- Elemental of Water, she was a free spirited girl who lived on the south coast of the country, before being kidnapped by the Olympians for a scheme that fell through. As an elemental, her control over the element of Water was so great that she could even turn herself into water. Unfortunately, this only made her easier to catch. HP 35, Attack 6, Defence 0. Weak to Electric and Wind. Resist Ice, Fire and WaterSylph- Elemental of Wind, she was captured by the Olympians to the West of the country. As Elemental of Wind, her powers are wind powered as expected. HP 25, Attack 7, Defence 0. Weak to Electric and Strike. Resist Wind, Light and Fire.Captain Chase- A captain of the Army, usually stationed at the North barracks. After a close friend was killed by the cultists of Olympia, he made it his life mission to track down and destroy them. With some creative paperworking, he made the hunts he made officially mandated missions. He carries a wide arsenal of weapons on his body into combat, with some elemental grenades and ammo at his disposal. His other tool is his radio, able to call in buffs for his party. HP 100, Attack 7, Defence 1. Weak to Water and Wind, Resist Fire and Pierce.Ranger James- One of the many Rangers that answer directly to the queen. Operating out of their pocket HQ (Notably similar in nature to Ceto's Base), they patrol to counter threats to the land that are above and beyond the call of duty for local forces. Having met you fighting the Olympians in the north, he has been working to combat them too. Like all rangers, they are fighters above average human level, with James' trademark being his Magnite Machetes; a pair of blades which can support Spirit power to become sharper than any other edge. Without those, he carries a small arsenal of weapons and a knowledge of CQC to subdue his targets. HP 200, Attack 16 with Machete, 8 without, Defence 1. Weak to Ice and Wind, Resist Light and Fire.Hestia- An Olympian that inhabited the body of the fire elemental Salamander. Aside from some physiological complications from a female spirit taking over a male body, the Goddess of the Hearth is an adept pyromancer. Hestia's signature techniques is making the environment so hot its enemies pass out whilst it pelts them with fireballs, alongside her fiery bubble to protect it from damage. HP 170, Attack 10, Defence 1. Weak to Water and Wind, Resist Ice and Dark. Immune to FireHypnos- An Olympian that resides over the domain of Sleep. Having been born into the body of a brave man killed in the gas attack, this faceless mage carries the terrifying ability to cause anyone near it to fall asleep. Additionally, his magic is a potent form of darkness, amplified by the years spent trapped in Tartarus. HP 125, Attack 8, Defence 0. Weak to Fire and Ice. Resist Light and DarkAlexander- One of the highest ranked Paladins of the Order of the Holy Chain. Raised in a church orphanage alongside his sister, his skill and strength in street fights got him recognised by the Pope himself, leading to his induction as the youngest ever Paladin at 14. Since then, he has hunted many kinds of sinner, paying their tithe in blood. In battle, his sacred armour and hammer are nigh unbreakable, making him a one man army. In addition to this, he carries the blessing of God himself, able to cloak himself in a sacred aura. Attacking him with an attack which requires you to make contact whilst this is active is a mistake. HP 250, Attack 8, Defence 1. Resist Strike, Slash and Pierce. Weak to Dark and Fire. Immune to LightCyclops- A gargantuan, monoeyed Olympian with enough strength to fell forests. Unfortunately for the poor lad, he's not the brightest but with a punch as hard as him, he doesn't need to be. HP 80, Attack 10, Defence 1. Weak to Light and Pierce. Resist Slash and StrikeDionysus- One of the more major Olympians. A being whose decadent lifestyle embodied the lifestyle of living large in a religious fervor, he has a taste for wine. In battle, he wields a large staff with finesse and drinks deep from his wine to fuel his furore further. HP 220, Attack 9. Defence 1. Weak to Fire and Water. Resist Ice and Dark.Ceto (Cobra Mark 1)- Having shown her true colours about wanting to rule over the Olympians, Ceto makes her last stand with her power armour. Fast as lightning and packing as much ordinance as a small nation, numbers mean nothing. HP 70, Attack 12, Defence 2. Weak to Dark. Resist Physical. Absorb ElectricityMedusa- A serpine haired woman, cursed to turn anyone to stone she looked at by Athena. Despite this curse, she still works with Olympians as a frighteningly powerful warrior. In addition to her snakes being able to be turned into spears for combat, she can use her gaze to petrify anyone she wishes. Just don't make eye contact, but this will open you to more blows. Attack her in numbers. HP 280, Attack 9, Defence 1. Weak to Ice and Light. Resist Fire, Pierce, Wind and Water.Hydra- A legendary 9 Headed dragon. Tales tell that if a head is defeated, two will take its place. The strategy therefore is to kill all at the same time. Be careful when a head starts charging up power! Hydra Head- HP 70, Attack 8, Defence 1. Weak to Fire and Lightning. Resist Strike and Dark.Olympian Dreadguard- Serpico's chosen elite, these cultists are loyal to a T and fearsome warriors that could've easily made General. Using a blend of all schools of magic and martial arts, these mountains are able to fill any niche. HP 60, Attack 8, Defence 0. Weak to Electric and Fire. Resist Strike and Dark.Deadeye- Real name Michael Townshead, he grew up poor in the lower city slums. His skill in knife fights got the interest of the gangs higher up, beginning his climb to becoming a tougher gangster. His skill with the blades is unmatched, with attacks that pierce through defence. Keep an eye out for his Shadow Stitching move that ties you in place, opening you up to his stronger attacks. His weakness is needing to collect his used knives after his strong attacks. HP 200, Attack 8, Defence 0. Weak to Light and Wind. Resist Fire.

Tartarus and the Wizards Tomb

Fallen Olympian- Denizens of the country that followed the Olympians in ages gone by. Defeated and driven below the earth by the Hero King, they bide their time in torment until they can reclaim the earth. Despite not being deities, these fierce warriors are no joke. HP 50, Attack 9. Weak to Light and Wind, Resist Dark and FireHoplite Champion- An elite warrior of the Olympians. Some reports that they were close to ascending to the divinity they worshiped so fervently. Their cherished weapons are their spear and shield, with a small blade for backup. The only real counter to a legendary soldier is another. HP 60, Attack 7, Defence 0. Weak to Wind and Light, Resist Fire and IceApollo- The Olympian that took over the body of Artemis, he's just as intelligent and ruthless as his predecessor. Being that his domain is the sun, he has power over energy in all forms, including the absence of it. Normally, his body is too hot to hit with Ice, so wait until he's expelled all his heat before striking! Additionally, when he begins to draw in heat, try pumping him with as much as you can! Even an Olympian can't withstand all heat. HP 350, Attack 10, Defence 1. Weak to Ice. Resist Dark. Immune to Fire.

Last edited by Garf on Sat Feb 25, 2017 11:22 pm, edited 39 times in total.

Name- Nathan P. Anderson
Class- Conduit Mage
Character Bio- Hailing from Underworld, the secret city of mages hidden in a pocket dimension beneath London, Nate is a hardened fighter and one of the Ministry of Defence's top field agents. With years of experience of dealing with rogue mages and extra-dimensional threats, Nate has become equally skilled in both close-quarters and magical combat, using his Bō staff and Conduit abilities to deadly effect. When a letter arrives for his deceased partner and closest friend Emma Black inviting her to seek out a treasure beneath a mountain, Nate decides to go in her place, hoping the journey may shed some light on why she was killed.
Weapon of Choice- Bō staff
Powers- As a Conduit Mage (referred to by some as a Leech), Nate has the ability to absorb and redirect various forms of energy - kinetic, electric, thermal, even magical - from both his surroundings and his enemies.
Bonus System- Energy Absorb - By sharpening his focus for the turn, Nate can absorb the energy of incoming attacks, reducing damage taken and allowing him to add the element absorbed to his own attacks, strengthening attacks of the same element or adding a second element to others. Nate can store up to three energy "charges", but if attacked more than twice while absorbing, his focus will break and he will lose any energy absorbed that turn. Using Energy Absorb counts as Nate's action for the turn.
Vit - 40 = 20HP
Fit - 40 = 24SP
Apt - 40 = 24MP
Skl - 30 = 3Atk
Frt - 20 = 2Def
Mas - 10 = 1st Tier

Because screw coming up with a new character when you can just lift one from that book you never actually finished writing

Last edited by Rik on Mon Jan 11, 2016 1:54 am, edited 2 times in total.

Ghost wrote:and since when has "being dumb" been a sin on the internet?

Name- Dio Brando
Class- Vampire/Stand User/DIO
Character Bio- Born into poverty yet destined to overcome everything in his path to standing on top of the world. Willing to do anything to achieve his ultimate goal he took every opportunity given to him, killing his father and working his way into the Joestar family. Here he was in the perfect position to exert his domineering personality and charisma to win over his new father and everyone around him with a couple of minor exceptions, all the while slowly poisoning his new father to take everything. Unfortunately this bore the seeds of his first defeat but gifted him potential beyond mortal comprehension. Jonathan Joestar, his adoptive brother, saw through his schemes and quickly sought to bring Dio to justice and in so doing unleashed an ancient evil unto the land. An ancient mask, a remnant of a bygone civilisation, turned the already cunning, intelligent, all round gifted Dio into a vampire. Once again Joseph bested him with sheer luck and pluck leaving Dio once again with nothing, not even a body to call his own. Soon after Dio had his revenge, claiming Joseph's body for his own, the only body worthy to be his, and after a century's slumber he awoke only to be gifted new, unfathomable powers. The power of the world.
Weapon of Choice- Unarmed/road rollers when available
Powers- Dark Vampirism
Bonus System- Time Freeze: Able to stop time for a limited period depending upon his level. Will drain stamina if used for too long or too often.
Base Stat Spread
Vitality- 30 vit = 15 hp
Fitness- 35 fit = 21 sta
Aptitude- 25 apt = 15 mag
Skill- 50 skl = 5 atk
Fortitude- Defence 30 frt = 3 def

Last edited by JenovaPX on Tue Jan 12, 2016 1:22 pm, edited 2 times in total.

My bad, it's only like 20 years old. If people are wanting to push more OCs in this though I've got eton mess for that too but I'll see what others do first. Also should check, is this going to be co-op based (like dimesions) or largely single player stings of eton mess with team ups if we want?

Name- Zina
Class- Magic Sniper
Character Bio- Raised in the mountains away from society by a cult of outcast monks, she was treated as their Goddess and led to believe that she was destined to rule the world. Her life so far has all been one long training session to prepare her for her inevitable role as ruler of the world. Using her bow in conjunction with a wide range of magical elements, she hopes to be able to fight off any opposition. The invitation to adventure is her first communication from the outside world and she believes it to be her call to arms and the start of her conquest.
Weapon of Choice- Longbow
Powers- Summoning arrows of various elements, most notably Fire and Electricity.
Bonus System- Precision Shot: More likely to land a Critical Hit when not damaged during the enemy's last round of attacks.
Base Stat Spread
Vitality- 50 (25 HP)
Fitness- 15 (9 Stamina)
Aptitude- 35 (21 Magica)
Skill- 50 (5 Base Attack)
Fortitude- 20 (2 Base Defence)

<Kaeetayel> Go for a team entirely composed of Eeveelutions
<Princess> that's effort
<Princess> I need to buy the stones/go to rocks/make them happy/touch Eevee
<Kaeetayel> The last one doesn't sound too bad

Name- Jinx
Class- Super Mega Gunner
Character Bio- Nobody really knows who she is, where she came from or even what her true name is. The people of Piltover simply call her 'Jinx' because wherever she goes, chaos and destruction isn't too far behind. Actually, it's never behind, because she's the one causing it. Many have wondered why she chooses to lay waste to the city, and the consensus many have reached is 'because it's fun.' That's all that seems to matter to her. If it's guaranteed to cause massive explosions, you bet she'll do it.
The letter summoning her on this quest wasn't actually addressed to her, she just blew up the post office for eton mess and giggles and somehow it was the only item of mail that survived. Jinx never went to school as far as she can remember, so she had trouble reading the letter, especially with all the scorch marks, but by collaring a random stranger and convincing him at gunpoint to read it for her, she soon discovered there was a great treasure to be found.
'Searching for treasure sure beats this dump,' Jinx said to the man before propelling herself away on a colossal rocket, leaving him bewildered. Little did he know, that letter was meant for him, but nobody will ever know who he is because Jinx beat him to it. Sorry irrelevant background guy, better luck next time!
Weapon of Choice- Rocket launcher/minigun/bombs
Powers- Pfft, who needs powers when you've got explosives?
Bonus System - Get Jinxed!: Gains Haste for one turn after killing an enemy. This ability can be stacked to extend the length of Haste.
Base Stat Spread
Vitality- 40 Vitality = 20HP
Fitness- [b]40[/b] Fitness = [b]24 [/b]Stamina
Aptitude- [b]10 [/b]Aptitude = [b]6[/b] Magica
Skill- 60 Skill = 6 Base Attack
Fortitude- 20 Fortitude = 2 Base Defence
Total Points to spend: 170

An extremely aggressive build all about destroying everything as quickly as possible. Full-on physical build because why not.

EDIT: Changed Stamina/Magica values as advised.

Last edited by Gazooki on Sun Jan 10, 2016 11:38 pm, edited 2 times in total.

JenovaPX wrote:My bad, it's only like 20 years old. If people are wanting to push more OCs in this though I've got eton mess for that too but I'll see what others do first. Also should check, is this going to be co-op based (like dimesions) or largely single player stings of eton mess with team ups if we want?

This game will be co-op based like Dimensional, yeah, with potential chances to split off later on.

In terms of the base stats, you start with 0 across the board, with 10 in Mastery. Should have made that clearer, but if any of you slipped up when doing it I'll fix it up. Also, at this point, you cannot put any points into Mastery, so anyone with points in there will have to redistribute them (I'm not understating the advantages of having over 20 Stamina or Magica, unless you want to be using desperation a lot). Moves will cost about 2-8 of each stat each, which can lead to some starvation if no items are around.

Rik- All fine, other than some errors in your stat allocation
Jen- All fine, you just need to do your base stat spread. Also, Time Stop will be nerfed a little bit so it's not a completely free move
Aren- All fine
Met- All fine, you can change your System to something stronger if you want though, since the different dusts can easily just be in your movelist
Gaz- All fine, you might want to give yourself a bit more Stamina for a pure Weapon build however, but it's up to you.
Euan- Mostly fine, Guardian of Fun will be given a cooldown to balance it out. A few errors in your stats, but other than the Mastery, I'll sort it out myself when it gets to the final bit of signups.

Rik wrote:If it's co-op is there anything like a front/back line mechanic for who's more likely to be hit or is it just pure RNG?

RNG, with the least active players given a priority. If an enemy hits a weakness of the party, they will press this weakness though.

I'll start the game when we get 8 signups, but they'll remain open throughout the game for anyone to join

Name- Jim McNormal (real name: S'rent Ex'sal'ixtalist'ohn Ilh'sor'entek No'ahh'gat)
Class- Saurian Warrior
Character Bio- He is a completely normal man with a completely normal past. He has such normal human features as an elongated reptilian snout with 60 or so sharp teeth inside, an elongated tail, hands and feet with three clawed digits each and feathers on the back of his neck and head, end of his tail and on his arms. He wears a relatively normal clothes, but no shoes. He is totally not a illuminati space dinosaur/lizard whose race manipulates humanity behind the scenes. Due to his race having advanced technology, various implants within his body give him the ability to manipulate gravity to manipulate gravity over small areas.
Weapon of Choice- Unarmed; he uses the claws on his hands and feet to fight.
Powers- Minor Gravity manipulation
Bonus System- Primal Blood rage: After defeating three enemies (as in he lands the killing blow), a more primal part of Jim's brain takes over and he enters a battle rage for two turns, raising his attack by 20% for those two turns.
Base Stat Spread
Vitality- 40 Vitality = 18 HP
Fitness- 30 Fitness = 18 Stamina
Aptitude- 30 Aptitude = 18 Magica
Skill- 40 Skill = 4 base attack
Fortitude- 30 Fortitude = 3 Base Defence

Idk if I gooseberry fool up anything there

Thanks to yung Kriken for the sig and avatar (asuka best girl)MALDeviantart (trying to be more active nowadays, views are always appreciated) UPDATED 21/06/17

Rik wrote:In that case can I have Energy Absorb increase my chance of being targeted pls because otherwise I can see myself wasting a lot of turns trying to get charges
Also I've fixed my stats now (I think)

This would also help me. Thanks babe. <3

<Kaeetayel> Go for a team entirely composed of Eeveelutions
<Princess> that's effort
<Princess> I need to buy the stones/go to rocks/make them happy/touch Eevee
<Kaeetayel> The last one doesn't sound too bad